Crusader Kings III

Crusader Kings III

Historicity
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Update: 25 Feb @ 8:03pm

Updated to show compatibility for 1.14.3 (no changes to code at all)

Update: 1 Feb @ 8:57pm

  • The decision to allow the invasion of the Northern Isles now only requires them to have the k_norway title (and be norse), rather than it needing to be their primary. It is now also available to the player.

  • Added a follow-up decision for the Norwegian king to send settlers to the Northern Isles once they’re controlled, replacing the Pict population there and granting the islands to either Einarr Rognvaldsson or a random Scandinavian adventurer candidate.

  • An AI Scandinavian adventurer is now automatically placed as commander of the main invasion force, rather than the invasion’s best commander ending up in charge of a tiny army group. The AI is so silly sometimes.

  • Fixed the Scandinavian adventurer code sometimes not scoping to the war properly when restricting the existence of some armies after the war ended.

  • Fixed the Scandinavian adventurer selection of target county code, which still presumed the adventurer had already been selected and was causing the error log to bloat every time the selection code ran.

  • Fixed the Scandinavian adventurer origin county code, which was using “has_culture” on the county when that’s a trigger for characters, again causing error log bloat. That one’s not my fault, though. It’s from vanilla.

Update: 25 Jan @ 7:19pm

  • AI Norse rulers who are eligible to use the decision to create Norman culture will now not use the “Convert to Local Culture” or “Assimilate Local Traditions” decisions. Otherwise, Norse rulers will always preference “Assimilate Local Traditions” if it’s possible for them to use it.

  • AI Scandinavian adventurers now get variance on the number of men-at-arms regiments they receive, based on how many men-at-arms regiments their target has and how many holy orders the target has available to them. Any regiments over the normal minimum are deducted from their levy spawn (so they can have a greater percentage of men-at-arms but it won’t increase their overall troop numbers).

  • The Scandinavian adventurer modifier now adds additional supply capacity and also an upgrade to base levy toughness and attack.

  • Added an additional check so if the “Rollo Always Invades” rule is set, the system won’t send a different Norse adventurer to invade Neustria if Rollo is a landless adventurer who’s currently occupied but could potentially still invade Neustria when he’s not.

  • The coat of arms for k_hungary (Kingdom of Hungary) and e_carpathia (Empire of Carpathia) will change if the holder is of a culture with Magyar heritage, with a variation based on whether they’re Christian or not. If the holder isn’t of a culture with Magyar heritage, they use the default coat of arms.

  • The empire title e_carpathia is now called “the Mogyër Empire” if the holder is of Mogyër culture and “the Hungarian Empire” if the holder is of Hungarian culture. It is called simply “Carpathia” otherwise (not “Empire of Carpathia”).

Update: 13 Jan @ 10:30pm

As a clear sign I should have waited a bit today before uploading anything:

  • Made it so that all spawned event troops for landless adventurers are despawned when the war is over, no matter the outcome. If they won, they'll get some replacement event troops (non-inheritable) to go with any troops they had before the war started to defend their new acquisition.

Update: 13 Jan @ 10:05pm

Aaaand because I'm still an idiot:

  • Removed the test code that turned the defender into a witch if the adventurer follow-up event trigger failed. I had it there to test out why it was failing sometimes (just to see where it was failing) aaaand then forgot to take it out.
  • Made Shetland and Orkney Pictish and Insular at the 867 start, with rulers to match.
  • AI King of Norway gets a decision to invade either of those before 1000 AD.

Update: 13 Jan @ 7:38pm

Because I'm an idiot and forgot that changing the order of adventurer/target selection means some of the scope triggers would need to change. Ignore.

Update: 13 Jan @ 6:33pm

  • Fixed a hilarious vanilla bug which was adding +48% to the chance of every character being assessed for their likelihood of becoming an unlanded adventurer. So we should see fewer unqualified ones, now.
  • That same bug also added +3200 levies onto every adventurer's maximum levy spawn. That's fixed, so they'll be a bit less overpowering in their totals.
  • Made it so that the adventurer system has a much less chance of targeting the geographical region your capital shares, when you have fewer than 8 counties, in addition to not targeting you personally. Having an adventurer with 5 or 6k special troops grab territory right next to you isn't much better.
  • In addition, when the adventurer system does target a player, they have a much smaller chance of targeting your capital duchy.

Update: 13 Jan @ 3:04am

  • Changed the system where AI adventurers within diplomatic range were preferenced - that resulted in some less-than-optimal adventurers being selected, sometimes. So instead the system now jumps a landless adventurer's domicile to the spawning point in Scandinavia. Also took it out of the regular adventurer system completely, as I realized those characters are automatically moved to where their new title's capital is anyhow.
  • Fixed an AI landless adventurer Rollo being dragged into event-driven wars, despite his modifiers, prior to the Normandy event.
  • Weakened Torf-Einarr a smidge.
  • Made it so spawned Poppa and/or William had any randomly-applied negative congenital traits removed after creation.
  • Fixed a couple of bad targeting errors.

Update: 12 Jan @ 1:35am

  • Fixed up a bunch of tooltips so a player Rollo has an easier time understanding what the effects of various decisions will be.
  • The CB result for when a Norse invader (or Rollo) fails in the war for Normandy has been fixed.
  • The Scandinavian adventurer system will always preference an adventurer who is within diplomatic distance of the adventure target over those who aren't.

Update: 11 Jan @ 5:57am

Just quick fix for a bug where the DICE and MIV global variables were accidentally set at game start - which meant no changes to Rollo, if you happened to have the "Default Vanilla Rollo" game rule. Should work fine now.